Azoth Chronicles

6 posts / 0 new
Last post
chalicier
Patreon Supporter
Joined: 2017-01-14 00:36
Azoth Chronicles

I've been running ACKS since early summer, and it finally occurred to me to mention it in the Actual Play forum!

I started out well over a year ago with two competing ideas - Dwimmermount (pretty much vanilla, inasmuch as it's possible to describe Dwimmermount as 'vanilla') and a desire to create a campaign setting based on Gnostic mythology (absent supernal Creator vs relatively petty and venal Demiurge, the whole premise of gnosis, and historical connections to alchemical concepts). Eventually I decided to create a Gnostic-tinted world into which I could plug Dwimmermount with some changes here and there. Things were pretty much set, and I got ready to run the campaign...

Then I got hold of Sinister Stone of Sakkara, and my plans all changed again :) I really should get better at sticking to a single tone but the adventure was just too good to pass up, so I went back to the drawing board again, and started work on a setting where Dwimmermount would be higher-level material (on the other side of a mini-continent, within a vast alchemically-poisoned wasteland) while I figured out how to tweak the Sinister Stone into my existing setting, in which the "falling Empire" has fallen significantly more quickly than in the Auran Empire setting.

Eventually I ended up with Azoth Chronicles; a setting in which a succession of large, powerful empires have ruled the mini-continent and sponsored many many alchemists in plumbing the secrets of the elements. I added a quasi-Buddhist religious system inspired a little by the Elder Scrolls series (using formerly-mortal Bodhisattvas known as Ascendants rather than Gods in the usual sense, acting as conduits through which Clerics can touch the Supernal, transcendant reality outside the corrupt physical world), set up a pile of potential national-scale conflicts, and picked a suitable location to put the Temple of the Stone - which is now named for the nearby small town of Sakkara rather than a Cthonic goddess, since no such things exist in my setting.

Then I found myself a quartet of players, and set them loose on it!

Currently I have a Fighter 4, an Explorer 5, a Witch 4, and a Dwarven Machinist 2. They are currently leading 6 henchmen, and have cleared out everything on the first floor of the Temple except Idimmu and his minions. They just had a nasty fight with the Red Eye Gnolls and killed off a rogue Malyn along with an Invisible Stalker he summoned using a one-use amulet. It's notable that between the Machinist and a hench with Alertness, they're doing a surprisingly great job of spotting secret doors and dealing with traps. Also Explorers are completely amazing and every party should have one.

The campaign log and wiki is here: https://chroniclesofazoth.obsidianportal.com/ . The wiki is currently incomplete, lacking quite a lot of setting information I have in text documents, and the characters are out of date (I've had two PC deaths and the players haven't updated their character pages). However the campaign log is complete apart from a run of missed entries last month due to a hideous crunch period at work. I'm steadily expanding the information on the Wiki as time goes on.

Alex
The Autarch
Joined: 2011-06-30 18:10

What a delightful fusion of the different settings - amazing! I have wanted to use Dwimmermount for a long time, but have never quite figured out how to within my own Auran Empire campaign setting.

chalicier
Patreon Supporter
Joined: 2017-01-14 00:36

Thanks, Alex!

(Thalex?)

I've been looking for ways to add to the alchemy-driven feel of the setting. I wrote a Grand Alchemist class, but the transmutation abilities I gave it didn't work out well in play; but since old school gonna old school my players tried to use them as a way around doors etc and the really long lead times I wrote in became "make a giant pile of wandering monster rolls." This eventually resulted in me having to explain why a nearly-empty minidungeon had a pack of minotaurs wandering around.

I still like the idea of the Adventuring Gentleman Alchemist, and my core choices (HD 1, Arcane 2, Thief 1, lots of tradeoffs) were pretty sound; once I've fine-tuned the class abilities I'll post it up here.

Otherwise, so far I've got the following:

- Hireling Alchemists are one step more common than in the standard ACKS rules, with Alaria's only Class I Settlement having 3d10 Alchemists available for hire at any given time (and the rest under contract or outright control by patrician families, crime syndicates, the legions etc).
- Gunpowder uses the Alchemical Gunpowder special rules.
- Alchemists and other users of monster parts can get an Azoth Filtration proficiency that allows them to distill monster bits into "blank" azoth (which can be used for anything) at a rate of 5:1.
- As a result of the Azoth Filtration proficiency and the increased number of Alchemists, potions are significantly easier to get made but still very expensive. Prices and probabilities of magic items remain the same, but any settlement with a generated Alchemist (which includes every Class IV settlement and many smaller places) can be used to commission potions.
- I wrote my own random dungeon type table, in which "Old Alchemical Laboratory" is a relatively common type of ruin.

I'm currently working up ideas for more in-depth weirdness, and possibly a modification of Blight on the Land from Axioms, used to describe areas tainted by Grand Alchemists with less scrupulous approaches to their art. 

chalicier
Patreon Supporter
Joined: 2017-01-14 00:36

As a note on Dwimmermount - I'm considering Azoth to be the element in monster parts that gives it mystic potency. "Blank" or "Distilled" Azoth, as created by alchemists, is distinct from and inferior to the "Raw" Azoth produced in Dwimmermount and cannot be used for Alkahest, Panchrest, Sovereign Glue and all the other stuff at the end of the book. However, since Dwimmermount exists in the setting and has been active in the past, some rare and tiny quanitity of goods created using Raw Azoth from Dwimmermount survive; and if my players ever reach it, they could potentially renew the production of those goods, arguably kickstarting a technological revolution.

I dread to think what you could do by applying Raw Azoth to the creation of Alchemical Gunpowder...

chalicier
Patreon Supporter
Joined: 2017-01-14 00:36

As of last night's session, I've officially introduced bugmen as existing in the Azoth Chronicles campaign! The "old corpses" room in the Temple of the Stone contained a bugman exoskeleton, its flesh long rotted away, and the Witch's familiar passed its Loremastery roll to know "what the hell that thing was."

(I gave my players a once-over of the bits from HC and BCoK I'm considering adding, and a couple of them fell madly in love with the bugmen as an idea.) 

chalicier
Patreon Supporter
Joined: 2017-01-14 00:36

Other highlights from last night:

"Yes, child. The flames will devour yellow fungus as I devour all things."

"Tried eating a little human once. Didn't go well, got chased by peoples with sticks. Not fun. Still tasty though!"

"Wait... WAIT! I have Black Lore of Zahar*! CONTROL UNDEAD!"

"Locate Object only works on general object classes or one you've seen firsthand? Can we cast Locate Evil Murderstone? That's a category, right?"

The sheer shock from my players at discovering that the Familiar, empowered by the Great Maw, the Principle of Consumption itself, did not want to eat the ghouls because "No! Not tasty! Poison!"

 

(* Zahar in Azoth Chronicles is both the name of the man/god/thing that invented Necromancy, and the ancient city of darkness he built on the back of that creation. Think Nagash, but more Eastern European than Egyptian.)